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Shengyuan Xu

Publications and source records attributed to Shengyuan Xu.

25 records · Page 2Linked to original sources

RefineGAN: Universally Generating Waveform Better than Ground Truth with Highly Accurate Pitch and Intensity Responses

Most GAN(Generative Adversarial Network)-based approaches towards high-fidelity waveform generation heavily rely on discriminators to improve their performance. However, GAN methods introduce much uncertainty into the generation process and often result in mismatches of pitch and intensity, which is fatal when it comes to sensitive use cases such as singing voice synthesis(SVS). To address this problem, we propose RefineGAN, a high-fidelity neural vocoder focused on the robustness, pitch and intensity accuracy, and high-speed full-band audio generation. We applyed a pitch-guided refine architecture with a multi-scale spectrogram-based loss function to help stabilize the training process and maintain the robustness of the neural vocoder while using the GAN-based training method. Audio generated using this method shows a better performance in subjective tests when compared with the ground-truth audio. This result shows that the fidelity is even improved during the waveform reconstruction by eliminating defects produced by recording procedures. Moreover, it shows that models trained on a specified type of data can perform on totally unseen language and unseen speaker identically well. Generated sample pairs are provided onhttps://timedomain-tech.github.io/refinegan/.

cs.SD↗

Push-sum Distributed Dual Averaging for Convex Optimization in Multi-agent Systems with Communication Delays

The distributed convex optimization problem over the multi-agent system is considered in this paper, and it is assumed that each agent possesses its own cost function and communicates with its neighbours over a sequence of time-varying directed graphs. However, due to some reasons there exist communication delays while agents receive information from other agents, and we are going to seek the optimal value of the sum of agents' loss functions in this case. We desire to handle this problem with the push-sum distributed dual averaging (PS-DDA) algorithm. It is proved that this algorithm converges and the error decays at a rate $\mathcal{O}\left(T^{-0.5}\right)$ with proper step size, where $T$ is iteration span. The main result presented in this paper also illustrates the convergence of the proposed algorithm is related to the maximum value of the communication delay on one edge. We finally apply the theoretical results to numerical simulations to show the PS-DDA algorithm's performance.

math.OC↗

Extracting stochastic dynamical systems with $α$-stable Lévy noise from data

With the rapid increase of valuable observational, experimental and simulated data for complex systems, much efforts have been devoted to identifying governing laws underlying the evolution of these systems. Despite the wide applications of non-Gaussian fluctuations in numerous physical phenomena, the data-driven approaches to extract stochastic dynamical systems with (non-Gaussian) Lévy noise are relatively few so far. In this work, we propose a data-driven method to extract stochastic dynamical systems with $α$-stable Lévy noise from short burst data based on the properties of $α$-stable distributions. More specifically, we first estimate the Lévy jump measure and noise intensity via computing mean and variance of the amplitude of the increment of the sample paths. Then we approximate the drift coefficient by combining nonlocal Kramers-Moyal formulas with normalizing flows. Numerical experiments on one- and two-dimensional prototypical examples illustrate the accuracy and effectiveness of our method. This approach will become an effective scientific tool in discovering stochastic governing laws of complex phenomena and understanding dynamical behaviors under non-Gaussian fluctuations.

stat.ML↗

Fully Distributed Nash Equilibrium Seeking for High-order Players with Bounded Controls and Directed Graphs

This paper explores distributed Nash equilibrium seeking problems for games in which the players have limited knowledge on other players' actions. In particular, the involved players are considered to be high-order integrators with their control inputs constrained within a pre-specified region. A linear transformation for the players' dynamics is firstly utilized to facilitate the design of bounded control inputs incorporating multiple saturation functions. By introducing consensus protocols with adaptive and time-varying gains, the unknown actions for players are distributively estimated. Then, a fully distributed Nash equilibrium seeking strategy is exploited, showcasing its remarkable properties: i) ensuring the boundedness of control inputs; ii) avoiding any global information/parameters; and iii) allowing the graph to be directed. Based on Lyapunov stability analysis, it is theoretically proved that the proposed distributed control strategy can lead all the players' actions to the Nash equilibrium. Finally, an illustrative example is given to validate effectiveness of the proposed method.

math.OC↗

Distributed Nash Equilibrium Seeking for Games in Systems with Unknown Control Directions

Distributed Nash equilibrium seeking for games in uncertain networked systems without a prior knowledge about control directions is explored in this paper. More specifically, the dynamics of the players are supposed to be first-order or second-order systems in which the control directions are unknown and there are parametric uncertainties. To achieve Nash equilibrium seeking in a distributed way, Nussbaum function based strategies are proposed through separately designing an optimization module and a state regulation module. The optimization module generates a reference trajectory, that can search for the Nash equilibrium, for the state regulation module. The state regulator is designed to steer the players' actions to the reference trajectory. An adaptive law is included in the state regulation module to compensate for the uncertain parameter in the players' dynamics and the Nussbaum function is included to address the unavailability of the control directions. Fully distributed implementations of the proposed algorithms are discussed and investigated. Through our analytical explorations, we show that the proposed seeking strategies can drive the players' actions to the Nash equilibrium asymptotically without requiring the homogeneity of the players' unknown control directions based on Barbalat's lemma. A numerical example is given to support the theoretical analysis of the proposed algorithms.

math.OC↗

Distributed Mirror Descent for Online Composite Optimization

In this paper, we consider an online distributed composite optimization problem over a time-varying multi-agent network that consists of multiple interacting nodes, where the objective function of each node consists of two parts: a loss function that changes over time and a regularization function. This problem naturally arises in many real-world applications ranging from wireless sensor networks to signal processing. We propose a class of online distributed optimization algorithms that are based on approximate mirror descent, which utilize the Bregman divergence as distance-measuring function that includes the Euclidean distances as a special case. We consider two standard information feedback models when designing the algorithms, that is, full-information feedback and bandit feedback. For the full-information feedback model, the first algorithm attains an average regularized regret of order $\mathcal{O}(1/\sqrt{T})$ with the total number of rounds $T$. The second algorithm, which only requires the information of the values of the loss function at two predicted points instead of the gradient information, achieves the same average regularized regret as that of the first algorithm. Simulation results of a distributed online regularized linear regression problem are provided to illustrate the performance of the proposed algorithms.

math.OC↗

Differentially private Nash equilibrium seeking for networked aggregative games

This paper considers the privacy-preserving Nash equilibrium seeking strategy design for a class of networked aggregative games, in which the players' objective functions are considered to be sensitive information to be protected. In particular, we consider that the networked game is free of central node and the aggregate information is not directly available to the players. As there is no central authority to provide the aggregate information required by each player to update their actions, a dynamic average consensus protocol is employed to estimate it. To protect the players' privacy, we perturb the transmitted information among the players by independent random noises drawn from Laplace distributions. By synthesizing the perturbed average consensus protocol with a gradient algorithm, distributed privacy-preserving Nash equilibrium seeking strategies are established for the aggregative games under both fixed and time-varying communication topologies. With explicit quantifications of the mean square errors, the convergence results of the proposed methods are presented. Moreover, it is analytically proven that the proposed algorithm is $ε$-differentially private, where $ε$ depends on the stepsize of the gradient algorithm and the scaling parameter of the random variables. The presented results indicate that there is a tradeoff between the convergence accuracy and the privacy level. Lastly, a numerical example is provided for the verification of the proposed methods.

math.OC↗